![]() Among their brethren, cantors serve as scouts, guides to more brutish kytons, and, along with their teeming brethren, throng the ruined halls of Shadow Plane fortresses.Ī cantor stands a mere 3 feet tall and weighs less than 50 pounds. Just as its skin is stripped away, a cantor’s consciousness is shattered and reforged, making it a weapon against reality and a scalpel to excise sanity. Like all kytons, cantors arise in pain, but theirs is of a more deliberate sort. Organization solitary, pair, or expedition (3–6)įew can imagine what atrocities bring kyton cantors into being. Those who fail their saves are telepathically wracked by agonizing pain that imposes a –4 penalty on their attack rolls, skill checks, and ability checks. Creatures that are immune to mind-affecting effects are immune to this ability. Those who succeed at their saving throws are immune to the same cantor’s oneiric invasion for 24 hours. If no creature fails its saving throw, the cantor remains visible. This invisibility lasts for as long as at least one creature is affected by the cantor’s oneiric horror effect. At the same moment, the cantor becomes invisible, as per improved invisibility. Those who fail believe the cantor has grown even more terrifying and is making a direct assault against them. All foes within 30 feet must succeed at a DC 20 Will saving throw or be affected as per the spell oneiric horror. Once per minute, a cantor can unleash a soundless scream. Lingering Touch: Claw-injury save Will DC 20 frequency 1/round for 10 rounds effect 1d3 damage cure 2 consecutive saves. ![]() Any form of magical healing or spells like psychic surgery end this effect immediately, but remove poison has no effect. Multiple attacks increase the DC of this effect, as with any other poison. The memory is so real, the victim continues to take damage. Any creature damaged by a cantor must succeed at a Will saving throw or vividly feel the pain of the kyton’s claws. The touch of a cantor is supernaturally toxic, lingering in its victim’s mind like a poison. Languages Common, Infernal telepathy 100 ft. Skills Acrobatics +18, Bluff +16, Climb +15, Intimidate +16, Knowledge (arcana) +14, Perception +18, Stealth +22 Str 14, Dex 21, Con 20, Int 13, Wis 21, Cha 16īase Atk +10 CMB +11 (+15 grapple) CMD 26įeats Combat Reflexes, Improved Initiative, Lightning Reflexes, Run, Weapon Finesse Spell-Like Abilities (CL 9th concentration +12)ģ/day- ego whip I (DC 16), nightmare (DC 18), paranoia (DC 15) Special Attacks lingering touch, oneiric invasion, unnerving gaze (DC 18) Melee 2 claws +16 (1d3+2 plus grab and lingering touch), bite +16 (1d4+2) Hp 105 (10d10+50) regeneration 5 (good spells and weapons, silver weapons) As such, the libitinarii is immune to cold, and it can treat any difficult terrain that results from magical or mundane ice as normal terrain, such as the icy terrain of the Frozen Tears, realm of the kyton demagogue. Perception +18ĪC 24, touch 16, flat-footed 19 (+5 Dex, +8 natural, +1 size) A libitinarii’s body is made from an unholy union of soulstuff and the icy essence of the coldest reaches of the Shadow Plane. LE Small outsider ( evil, extraplanar, kyton, lawful)
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